3538 lines
		
	
	
		
			72 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			3538 lines
		
	
	
		
			72 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	BackSide, | ||
|  | 	BoxGeometry, | ||
|  | 	BufferAttribute, | ||
|  | 	BufferGeometry, | ||
|  | 	ClampToEdgeWrapping, | ||
|  | 	Color, | ||
|  | 	ConeGeometry, | ||
|  | 	CylinderGeometry, | ||
|  | 	DataTexture, | ||
|  | 	DoubleSide, | ||
|  | 	FileLoader, | ||
|  | 	Float32BufferAttribute, | ||
|  | 	FrontSide, | ||
|  | 	Group, | ||
|  | 	LineBasicMaterial, | ||
|  | 	LineSegments, | ||
|  | 	Loader, | ||
|  | 	LoaderUtils, | ||
|  | 	Mesh, | ||
|  | 	MeshBasicMaterial, | ||
|  | 	MeshPhongMaterial, | ||
|  | 	Object3D, | ||
|  | 	Points, | ||
|  | 	PointsMaterial, | ||
|  | 	Quaternion, | ||
|  | 	RepeatWrapping, | ||
|  | 	Scene, | ||
|  | 	ShapeUtils, | ||
|  | 	SphereGeometry, | ||
|  | 	SRGBColorSpace, | ||
|  | 	TextureLoader, | ||
|  | 	Vector2, | ||
|  | 	Vector3 | ||
|  | } from 'three'; | ||
|  | import chevrotain from '../libs/chevrotain.module.min.js'; | ||
|  | 
 | ||
|  | 
 | ||
|  | class VRMLLoader extends Loader { | ||
|  | 
 | ||
|  | 	constructor( manager ) { | ||
|  | 
 | ||
|  | 		super( manager ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	load( url, onLoad, onProgress, onError ) { | ||
|  | 
 | ||
|  | 		const scope = this; | ||
|  | 
 | ||
|  | 		const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path; | ||
|  | 
 | ||
|  | 		const loader = new FileLoader( scope.manager ); | ||
|  | 		loader.setPath( scope.path ); | ||
|  | 		loader.setRequestHeader( scope.requestHeader ); | ||
|  | 		loader.setWithCredentials( scope.withCredentials ); | ||
|  | 		loader.load( url, function ( text ) { | ||
|  | 
 | ||
|  | 			try { | ||
|  | 
 | ||
|  | 				onLoad( scope.parse( text, path ) ); | ||
|  | 
 | ||
|  | 			} catch ( e ) { | ||
|  | 
 | ||
|  | 				if ( onError ) { | ||
|  | 
 | ||
|  | 					onError( e ); | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					console.error( e ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				scope.manager.itemError( url ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		}, onProgress, onError ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	parse( data, path ) { | ||
|  | 
 | ||
|  | 		const nodeMap = {}; | ||
|  | 
 | ||
|  | 		function generateVRMLTree( data ) { | ||
|  | 
 | ||
|  | 			// create lexer, parser and visitor
 | ||
|  | 
 | ||
|  | 			const tokenData = createTokens(); | ||
|  | 
 | ||
|  | 			const lexer = new VRMLLexer( tokenData.tokens ); | ||
|  | 			const parser = new VRMLParser( tokenData.tokenVocabulary ); | ||
|  | 			const visitor = createVisitor( parser.getBaseCstVisitorConstructor() ); | ||
|  | 
 | ||
|  | 			// lexing
 | ||
|  | 
 | ||
|  | 			const lexingResult = lexer.lex( data ); | ||
|  | 			parser.input = lexingResult.tokens; | ||
|  | 
 | ||
|  | 			// parsing
 | ||
|  | 
 | ||
|  | 			const cstOutput = parser.vrml(); | ||
|  | 
 | ||
|  | 			if ( parser.errors.length > 0 ) { | ||
|  | 
 | ||
|  | 				console.error( parser.errors ); | ||
|  | 
 | ||
|  | 				throw Error( 'THREE.VRMLLoader: Parsing errors detected.' ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// actions
 | ||
|  | 
 | ||
|  | 			const ast = visitor.visit( cstOutput ); | ||
|  | 
 | ||
|  | 			return ast; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function createTokens() { | ||
|  | 
 | ||
|  | 			const createToken = chevrotain.createToken; | ||
|  | 
 | ||
|  | 			// from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics
 | ||
|  | 
 | ||
|  | 			const RouteIdentifier = createToken( { name: 'RouteIdentifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*[\.][^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d][^\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]*/ } ); | ||
|  | 			const Identifier = createToken( { name: 'Identifier', pattern: /[^\x30-\x39\0-\x20\x22\x27\x23\x2b\x2c\x2d\x2e\x5b\x5d\x5c\x7b\x7d]([^\0-\x20\x22\x27\x23\x2b\x2c\x2e\x5b\x5d\x5c\x7b\x7d])*/, longer_alt: RouteIdentifier } ); | ||
|  | 
 | ||
|  | 			// from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html
 | ||
|  | 
 | ||
|  | 			const nodeTypes = [ | ||
|  | 				'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes
 | ||
|  | 				'Inline', 'LOD', 'Switch', // special groups
 | ||
|  | 				'AudioClip', 'DirectionalLight', 'PointLight', 'Script', 'Shape', 'Sound', 'SpotLight', 'WorldInfo', // common nodes
 | ||
|  | 				'CylinderSensor', 'PlaneSensor', 'ProximitySensor', 'SphereSensor', 'TimeSensor', 'TouchSensor', 'VisibilitySensor', // sensors
 | ||
|  | 				'Box', 'Cone', 'Cylinder', 'ElevationGrid', 'Extrusion', 'IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', // geometries
 | ||
|  | 				'Color', 'Coordinate', 'Normal', 'TextureCoordinate', // geometric properties
 | ||
|  | 				'Appearance', 'FontStyle', 'ImageTexture', 'Material', 'MovieTexture', 'PixelTexture', 'TextureTransform', // appearance
 | ||
|  | 				'ColorInterpolator', 'CoordinateInterpolator', 'NormalInterpolator', 'OrientationInterpolator', 'PositionInterpolator', 'ScalarInterpolator', // interpolators
 | ||
|  | 				'Background', 'Fog', 'NavigationInfo', 'Viewpoint', // bindable nodes
 | ||
|  | 				'Text' // Text must be placed at the end of the regex so there are no matches for TextureTransform and TextureCoordinate
 | ||
|  | 			]; | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			const Version = createToken( { | ||
|  | 				name: 'Version', | ||
|  | 				pattern: /#VRML.*/, | ||
|  | 				longer_alt: Identifier | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			const NodeName = createToken( { | ||
|  | 				name: 'NodeName', | ||
|  | 				pattern: new RegExp( nodeTypes.join( '|' ) ), | ||
|  | 				longer_alt: Identifier | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			const DEF = createToken( { | ||
|  | 				name: 'DEF', | ||
|  | 				pattern: /DEF/, | ||
|  | 				longer_alt: Identifier | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			const USE = createToken( { | ||
|  | 				name: 'USE', | ||
|  | 				pattern: /USE/, | ||
|  | 				longer_alt: Identifier | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			const ROUTE = createToken( { | ||
|  | 				name: 'ROUTE', | ||
|  | 				pattern: /ROUTE/, | ||
|  | 				longer_alt: Identifier | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			const TO = createToken( { | ||
|  | 				name: 'TO', | ||
|  | 				pattern: /TO/, | ||
|  | 				longer_alt: Identifier | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			const StringLiteral = createToken( { name: 'StringLiteral', pattern: /"(?:[^\\"\n\r]|\\[bfnrtv"\\/]|\\u[0-9a-fA-F][0-9a-fA-F][0-9a-fA-F][0-9a-fA-F])*"/ } ); | ||
|  | 			const HexLiteral = createToken( { name: 'HexLiteral', pattern: /0[xX][0-9a-fA-F]+/ } ); | ||
|  | 			const NumberLiteral = createToken( { name: 'NumberLiteral', pattern: /[-+]?[0-9]*\.?[0-9]+([eE][-+]?[0-9]+)?/ } ); | ||
|  | 			const TrueLiteral = createToken( { name: 'TrueLiteral', pattern: /TRUE/ } ); | ||
|  | 			const FalseLiteral = createToken( { name: 'FalseLiteral', pattern: /FALSE/ } ); | ||
|  | 			const NullLiteral = createToken( { name: 'NullLiteral', pattern: /NULL/ } ); | ||
|  | 			const LSquare = createToken( { name: 'LSquare', pattern: /\[/ } ); | ||
|  | 			const RSquare = createToken( { name: 'RSquare', pattern: /]/ } ); | ||
|  | 			const LCurly = createToken( { name: 'LCurly', pattern: /{/ } ); | ||
|  | 			const RCurly = createToken( { name: 'RCurly', pattern: /}/ } ); | ||
|  | 			const Comment = createToken( { | ||
|  | 				name: 'Comment', | ||
|  | 				pattern: /#.*/, | ||
|  | 				group: chevrotain.Lexer.SKIPPED | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			// commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields
 | ||
|  | 
 | ||
|  | 			const WhiteSpace = createToken( { | ||
|  | 				name: 'WhiteSpace', | ||
|  | 				pattern: /[ ,\s]/, | ||
|  | 				group: chevrotain.Lexer.SKIPPED | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			const tokens = [ | ||
|  | 				WhiteSpace, | ||
|  | 				// keywords appear before the Identifier
 | ||
|  | 				NodeName, | ||
|  | 				DEF, | ||
|  | 				USE, | ||
|  | 				ROUTE, | ||
|  | 				TO, | ||
|  | 				TrueLiteral, | ||
|  | 				FalseLiteral, | ||
|  | 				NullLiteral, | ||
|  | 				// the Identifier must appear after the keywords because all keywords are valid identifiers
 | ||
|  | 				Version, | ||
|  | 				Identifier, | ||
|  | 				RouteIdentifier, | ||
|  | 				StringLiteral, | ||
|  | 				HexLiteral, | ||
|  | 				NumberLiteral, | ||
|  | 				LSquare, | ||
|  | 				RSquare, | ||
|  | 				LCurly, | ||
|  | 				RCurly, | ||
|  | 				Comment | ||
|  | 			]; | ||
|  | 
 | ||
|  | 			const tokenVocabulary = {}; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = tokens.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const token = tokens[ i ]; | ||
|  | 
 | ||
|  | 				tokenVocabulary[ token.name ] = token; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return { tokens: tokens, tokenVocabulary: tokenVocabulary }; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		function createVisitor( BaseVRMLVisitor ) { | ||
|  | 
 | ||
|  | 			// the visitor is created dynmaically based on the given base class
 | ||
|  | 
 | ||
|  | 			class VRMLToASTVisitor extends BaseVRMLVisitor { | ||
|  | 
 | ||
|  | 				constructor() { | ||
|  | 
 | ||
|  | 					super(); | ||
|  | 
 | ||
|  | 					this.validateVisitor(); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				vrml( ctx ) { | ||
|  | 
 | ||
|  | 					const data = { | ||
|  | 						version: this.visit( ctx.version ), | ||
|  | 						nodes: [], | ||
|  | 						routes: [] | ||
|  | 					}; | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = ctx.node.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						const node = ctx.node[ i ]; | ||
|  | 
 | ||
|  | 						data.nodes.push( this.visit( node ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					if ( ctx.route ) { | ||
|  | 
 | ||
|  | 						for ( let i = 0, l = ctx.route.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 							const route = ctx.route[ i ]; | ||
|  | 
 | ||
|  | 							data.routes.push( this.visit( route ) ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					return data; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				version( ctx ) { | ||
|  | 
 | ||
|  | 					return ctx.Version[ 0 ].image; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				node( ctx ) { | ||
|  | 
 | ||
|  | 					const data = { | ||
|  | 						name: ctx.NodeName[ 0 ].image, | ||
|  | 						fields: [] | ||
|  | 					}; | ||
|  | 
 | ||
|  | 					if ( ctx.field ) { | ||
|  | 
 | ||
|  | 						for ( let i = 0, l = ctx.field.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 							const field = ctx.field[ i ]; | ||
|  | 
 | ||
|  | 							data.fields.push( this.visit( field ) ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// DEF
 | ||
|  | 
 | ||
|  | 					if ( ctx.def ) { | ||
|  | 
 | ||
|  | 						data.DEF = this.visit( ctx.def[ 0 ] ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					return data; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				field( ctx ) { | ||
|  | 
 | ||
|  | 					const data = { | ||
|  | 						name: ctx.Identifier[ 0 ].image, | ||
|  | 						type: null, | ||
|  | 						values: null | ||
|  | 					}; | ||
|  | 
 | ||
|  | 					let result; | ||
|  | 
 | ||
|  | 					// SFValue
 | ||
|  | 
 | ||
|  | 					if ( ctx.singleFieldValue ) { | ||
|  | 
 | ||
|  | 						result = this.visit( ctx.singleFieldValue[ 0 ] ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// MFValue
 | ||
|  | 
 | ||
|  | 					if ( ctx.multiFieldValue ) { | ||
|  | 
 | ||
|  | 						result = this.visit( ctx.multiFieldValue[ 0 ] ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					data.type = result.type; | ||
|  | 					data.values = result.values; | ||
|  | 
 | ||
|  | 					return data; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				def( ctx ) { | ||
|  | 
 | ||
|  | 					return ( ctx.Identifier || ctx.NodeName )[ 0 ].image; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				use( ctx ) { | ||
|  | 
 | ||
|  | 					return { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image }; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				singleFieldValue( ctx ) { | ||
|  | 
 | ||
|  | 					return processField( this, ctx ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				multiFieldValue( ctx ) { | ||
|  | 
 | ||
|  | 					return processField( this, ctx ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				route( ctx ) { | ||
|  | 
 | ||
|  | 					const data = { | ||
|  | 						FROM: ctx.RouteIdentifier[ 0 ].image, | ||
|  | 						TO: ctx.RouteIdentifier[ 1 ].image | ||
|  | 					}; | ||
|  | 
 | ||
|  | 					return data; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			function processField( scope, ctx ) { | ||
|  | 
 | ||
|  | 				const field = { | ||
|  | 					type: null, | ||
|  | 					values: [] | ||
|  | 				}; | ||
|  | 
 | ||
|  | 				if ( ctx.node ) { | ||
|  | 
 | ||
|  | 					field.type = 'node'; | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = ctx.node.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						const node = ctx.node[ i ]; | ||
|  | 
 | ||
|  | 						field.values.push( scope.visit( node ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( ctx.use ) { | ||
|  | 
 | ||
|  | 					field.type = 'use'; | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = ctx.use.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						const use = ctx.use[ i ]; | ||
|  | 
 | ||
|  | 						field.values.push( scope.visit( use ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( ctx.StringLiteral ) { | ||
|  | 
 | ||
|  | 					field.type = 'string'; | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = ctx.StringLiteral.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						const stringLiteral = ctx.StringLiteral[ i ]; | ||
|  | 
 | ||
|  | 						field.values.push( stringLiteral.image.replace( /'|"/g, '' ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( ctx.NumberLiteral ) { | ||
|  | 
 | ||
|  | 					field.type = 'number'; | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = ctx.NumberLiteral.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						const numberLiteral = ctx.NumberLiteral[ i ]; | ||
|  | 
 | ||
|  | 						field.values.push( parseFloat( numberLiteral.image ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( ctx.HexLiteral ) { | ||
|  | 
 | ||
|  | 					field.type = 'hex'; | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = ctx.HexLiteral.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						const hexLiteral = ctx.HexLiteral[ i ]; | ||
|  | 
 | ||
|  | 						field.values.push( hexLiteral.image ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( ctx.TrueLiteral ) { | ||
|  | 
 | ||
|  | 					field.type = 'boolean'; | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = ctx.TrueLiteral.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						const trueLiteral = ctx.TrueLiteral[ i ]; | ||
|  | 
 | ||
|  | 						if ( trueLiteral.image === 'TRUE' ) field.values.push( true ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( ctx.FalseLiteral ) { | ||
|  | 
 | ||
|  | 					field.type = 'boolean'; | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = ctx.FalseLiteral.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 						const falseLiteral = ctx.FalseLiteral[ i ]; | ||
|  | 
 | ||
|  | 						if ( falseLiteral.image === 'FALSE' ) field.values.push( false ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( ctx.NullLiteral ) { | ||
|  | 
 | ||
|  | 					field.type = 'null'; | ||
|  | 
 | ||
|  | 					ctx.NullLiteral.forEach( function () { | ||
|  | 
 | ||
|  | 						field.values.push( null ); | ||
|  | 
 | ||
|  | 					} ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				return field; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return new VRMLToASTVisitor(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function parseTree( tree ) { | ||
|  | 
 | ||
|  | 			// console.log( JSON.stringify( tree, null, 2 ) );
 | ||
|  | 
 | ||
|  | 			const nodes = tree.nodes; | ||
|  | 			const scene = new Scene(); | ||
|  | 
 | ||
|  | 			// first iteration: build nodemap based on DEF statements
 | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = nodes.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const node = nodes[ i ]; | ||
|  | 
 | ||
|  | 				buildNodeMap( node ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// second iteration: build nodes
 | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = nodes.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const node = nodes[ i ]; | ||
|  | 				const object = getNode( node ); | ||
|  | 
 | ||
|  | 				if ( object instanceof Object3D ) scene.add( object ); | ||
|  | 
 | ||
|  | 				if ( node.name === 'WorldInfo' ) scene.userData.worldInfo = object; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return scene; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildNodeMap( node ) { | ||
|  | 
 | ||
|  | 			if ( node.DEF ) { | ||
|  | 
 | ||
|  | 				nodeMap[ node.DEF ] = node; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 
 | ||
|  | 				if ( field.type === 'node' ) { | ||
|  | 
 | ||
|  | 					const fieldValues = field.values; | ||
|  | 
 | ||
|  | 					for ( let j = 0, jl = fieldValues.length; j < jl; j ++ ) { | ||
|  | 
 | ||
|  | 						buildNodeMap( fieldValues[ j ] ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		function getNode( node ) { | ||
|  | 
 | ||
|  | 			// handle case where a node refers to a different one
 | ||
|  | 
 | ||
|  | 			if ( node.USE ) { | ||
|  | 
 | ||
|  | 				return resolveUSE( node.USE ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( node.build !== undefined ) return node.build; | ||
|  | 
 | ||
|  | 			node.build = buildNode( node ); | ||
|  | 
 | ||
|  | 			return node.build; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// node builder
 | ||
|  | 
 | ||
|  | 		function buildNode( node ) { | ||
|  | 
 | ||
|  | 			const nodeName = node.name; | ||
|  | 			let build; | ||
|  | 
 | ||
|  | 			switch ( nodeName ) { | ||
|  | 
 | ||
|  | 				case 'Anchor': | ||
|  | 				case 'Group': | ||
|  | 				case 'Transform': | ||
|  | 				case 'Collision': | ||
|  | 					build = buildGroupingNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Background': | ||
|  | 					build = buildBackgroundNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Shape': | ||
|  | 					build = buildShapeNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Appearance': | ||
|  | 					build = buildAppearanceNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Material': | ||
|  | 					build = buildMaterialNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'ImageTexture': | ||
|  | 					build = buildImageTextureNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'PixelTexture': | ||
|  | 					build = buildPixelTextureNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'TextureTransform': | ||
|  | 					build = buildTextureTransformNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'IndexedFaceSet': | ||
|  | 					build = buildIndexedFaceSetNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'IndexedLineSet': | ||
|  | 					build = buildIndexedLineSetNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'PointSet': | ||
|  | 					build = buildPointSetNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Box': | ||
|  | 					build = buildBoxNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Cone': | ||
|  | 					build = buildConeNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Cylinder': | ||
|  | 					build = buildCylinderNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Sphere': | ||
|  | 					build = buildSphereNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'ElevationGrid': | ||
|  | 					build = buildElevationGridNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Extrusion': | ||
|  | 					build = buildExtrusionNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Color': | ||
|  | 				case 'Coordinate': | ||
|  | 				case 'Normal': | ||
|  | 				case 'TextureCoordinate': | ||
|  | 					build = buildGeometricNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'WorldInfo': | ||
|  | 					build = buildWorldInfoNode( node ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 'Billboard': | ||
|  | 
 | ||
|  | 				case 'Inline': | ||
|  | 				case 'LOD': | ||
|  | 				case 'Switch': | ||
|  | 
 | ||
|  | 				case 'AudioClip': | ||
|  | 				case 'DirectionalLight': | ||
|  | 				case 'PointLight': | ||
|  | 				case 'Script': | ||
|  | 				case 'Sound': | ||
|  | 				case 'SpotLight': | ||
|  | 
 | ||
|  | 				case 'CylinderSensor': | ||
|  | 				case 'PlaneSensor': | ||
|  | 				case 'ProximitySensor': | ||
|  | 				case 'SphereSensor': | ||
|  | 				case 'TimeSensor': | ||
|  | 				case 'TouchSensor': | ||
|  | 				case 'VisibilitySensor': | ||
|  | 
 | ||
|  | 				case 'Text': | ||
|  | 
 | ||
|  | 				case 'FontStyle': | ||
|  | 				case 'MovieTexture': | ||
|  | 
 | ||
|  | 				case 'ColorInterpolator': | ||
|  | 				case 'CoordinateInterpolator': | ||
|  | 				case 'NormalInterpolator': | ||
|  | 				case 'OrientationInterpolator': | ||
|  | 				case 'PositionInterpolator': | ||
|  | 				case 'ScalarInterpolator': | ||
|  | 
 | ||
|  | 				case 'Fog': | ||
|  | 				case 'NavigationInfo': | ||
|  | 				case 'Viewpoint': | ||
|  | 					// node not supported yet
 | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				default: | ||
|  | 					console.warn( 'THREE.VRMLLoader: Unknown node:', nodeName ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( build !== undefined && node.DEF !== undefined && build.hasOwnProperty( 'name' ) === true ) { | ||
|  | 
 | ||
|  | 				build.name = node.DEF; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return build; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildGroupingNode( node ) { | ||
|  | 
 | ||
|  | 			const object = new Group(); | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'bboxCenter': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'bboxSize': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'center': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'children': | ||
|  | 						parseFieldChildren( fieldValues, object ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'description': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'collide': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'parameter': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'rotation': | ||
|  | 						const axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ).normalize(); | ||
|  | 						const angle = fieldValues[ 3 ]; | ||
|  | 						object.quaternion.setFromAxisAngle( axis, angle ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'scale': | ||
|  | 						object.scale.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'scaleOrientation': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'translation': | ||
|  | 						object.position.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'proxy': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'url': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return object; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildBackgroundNode( node ) { | ||
|  | 
 | ||
|  | 			const group = new Group(); | ||
|  | 
 | ||
|  | 			let groundAngle, groundColor; | ||
|  | 			let skyAngle, skyColor; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'groundAngle': | ||
|  | 						groundAngle = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'groundColor': | ||
|  | 						groundColor = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'backUrl': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'bottomUrl': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'frontUrl': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'leftUrl': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'rightUrl': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'topUrl': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'skyAngle': | ||
|  | 						skyAngle = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'skyColor': | ||
|  | 						skyColor = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const radius = 10000; | ||
|  | 
 | ||
|  | 			// sky
 | ||
|  | 
 | ||
|  | 			if ( skyColor ) { | ||
|  | 
 | ||
|  | 				const skyGeometry = new SphereGeometry( radius, 32, 16 ); | ||
|  | 				const skyMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, depthWrite: false, depthTest: false } ); | ||
|  | 
 | ||
|  | 				if ( skyColor.length > 3 ) { | ||
|  | 
 | ||
|  | 					paintFaces( skyGeometry, radius, skyAngle, toColorArray( skyColor ), true ); | ||
|  | 					skyMaterial.vertexColors = true; | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					skyMaterial.color.setRGB( skyColor[ 0 ], skyColor[ 1 ], skyColor[ 2 ] ); | ||
|  | 					skyMaterial.color.convertSRGBToLinear(); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				const sky = new Mesh( skyGeometry, skyMaterial ); | ||
|  | 				group.add( sky ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// ground
 | ||
|  | 
 | ||
|  | 			if ( groundColor ) { | ||
|  | 
 | ||
|  | 				if ( groundColor.length > 0 ) { | ||
|  | 
 | ||
|  | 					const groundGeometry = new SphereGeometry( radius, 32, 16, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI ); | ||
|  | 					const groundMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, vertexColors: true, depthWrite: false, depthTest: false } ); | ||
|  | 
 | ||
|  | 					paintFaces( groundGeometry, radius, groundAngle, toColorArray( groundColor ), false ); | ||
|  | 
 | ||
|  | 					const ground = new Mesh( groundGeometry, groundMaterial ); | ||
|  | 					group.add( ground ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// render background group first
 | ||
|  | 
 | ||
|  | 			group.renderOrder = - Infinity; | ||
|  | 
 | ||
|  | 			return group; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildShapeNode( node ) { | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			// if the appearance field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)
 | ||
|  | 
 | ||
|  | 			let material = new MeshBasicMaterial( { | ||
|  | 				name: Loader.DEFAULT_MATERIAL_NAME, | ||
|  | 				color: 0x000000 | ||
|  | 			} ); | ||
|  | 			let geometry; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'appearance': | ||
|  | 						if ( fieldValues[ 0 ] !== null ) { | ||
|  | 
 | ||
|  | 							material = getNode( fieldValues[ 0 ] ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'geometry': | ||
|  | 						if ( fieldValues[ 0 ] !== null ) { | ||
|  | 
 | ||
|  | 							geometry = getNode( fieldValues[ 0 ] ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// build 3D object
 | ||
|  | 
 | ||
|  | 			let object; | ||
|  | 
 | ||
|  | 			if ( geometry && geometry.attributes.position ) { | ||
|  | 
 | ||
|  | 				const type = geometry._type; | ||
|  | 
 | ||
|  | 				if ( type === 'points' ) { // points
 | ||
|  | 
 | ||
|  | 					const pointsMaterial = new PointsMaterial( { | ||
|  | 						name: Loader.DEFAULT_MATERIAL_NAME, | ||
|  | 						color: 0xffffff, | ||
|  | 						opacity: material.opacity, | ||
|  | 						transparent: material.transparent | ||
|  | 					} ); | ||
|  | 
 | ||
|  | 					if ( geometry.attributes.color !== undefined ) { | ||
|  | 
 | ||
|  | 						pointsMaterial.vertexColors = true; | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// if the color field is NULL and there is a material defined for the appearance affecting this PointSet, then use the emissiveColor of the material to draw the points
 | ||
|  | 
 | ||
|  | 						if ( material.isMeshPhongMaterial ) { | ||
|  | 
 | ||
|  | 							pointsMaterial.color.copy( material.emissive ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					object = new Points( geometry, pointsMaterial ); | ||
|  | 
 | ||
|  | 				} else if ( type === 'line' ) { // lines
 | ||
|  | 
 | ||
|  | 					const lineMaterial = new LineBasicMaterial( { | ||
|  | 						name: Loader.DEFAULT_MATERIAL_NAME, | ||
|  | 						color: 0xffffff, | ||
|  | 						opacity: material.opacity, | ||
|  | 						transparent: material.transparent | ||
|  | 					} ); | ||
|  | 
 | ||
|  | 					if ( geometry.attributes.color !== undefined ) { | ||
|  | 
 | ||
|  | 						lineMaterial.vertexColors = true; | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// if the color field is NULL and there is a material defined for the appearance affecting this IndexedLineSet, then use the emissiveColor of the material to draw the lines
 | ||
|  | 
 | ||
|  | 						if ( material.isMeshPhongMaterial ) { | ||
|  | 
 | ||
|  | 							lineMaterial.color.copy( material.emissive ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					object = new LineSegments( geometry, lineMaterial ); | ||
|  | 
 | ||
|  | 				} else { // consider meshes
 | ||
|  | 
 | ||
|  | 					// check "solid" hint (it's placed in the geometry but affects the material)
 | ||
|  | 
 | ||
|  | 					if ( geometry._solid !== undefined ) { | ||
|  | 
 | ||
|  | 						material.side = ( geometry._solid ) ? FrontSide : DoubleSide; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// check for vertex colors
 | ||
|  | 
 | ||
|  | 					if ( geometry.attributes.color !== undefined ) { | ||
|  | 
 | ||
|  | 						material.vertexColors = true; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					object = new Mesh( geometry, material ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				object = new Object3D(); | ||
|  | 
 | ||
|  | 				// if the geometry field is NULL or no vertices are defined the object is not drawn
 | ||
|  | 
 | ||
|  | 				object.visible = false; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return object; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildAppearanceNode( node ) { | ||
|  | 
 | ||
|  | 			let material = new MeshPhongMaterial(); | ||
|  | 			let transformData; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'material': | ||
|  | 						if ( fieldValues[ 0 ] !== null ) { | ||
|  | 
 | ||
|  | 							const materialData = getNode( fieldValues[ 0 ] ); | ||
|  | 
 | ||
|  | 							if ( materialData.diffuseColor ) material.color.copy( materialData.diffuseColor ); | ||
|  | 							if ( materialData.emissiveColor ) material.emissive.copy( materialData.emissiveColor ); | ||
|  | 							if ( materialData.shininess ) material.shininess = materialData.shininess; | ||
|  | 							if ( materialData.specularColor ) material.specular.copy( materialData.specularColor ); | ||
|  | 							if ( materialData.transparency ) material.opacity = 1 - materialData.transparency; | ||
|  | 							if ( materialData.transparency > 0 ) material.transparent = true; | ||
|  | 
 | ||
|  | 						} else { | ||
|  | 
 | ||
|  | 							// if the material field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)
 | ||
|  | 
 | ||
|  | 							material = new MeshBasicMaterial( { | ||
|  | 								name: Loader.DEFAULT_MATERIAL_NAME, | ||
|  | 								color: 0x000000 | ||
|  | 							} ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'texture': | ||
|  | 						const textureNode = fieldValues[ 0 ]; | ||
|  | 						if ( textureNode !== null ) { | ||
|  | 
 | ||
|  | 							if ( textureNode.name === 'ImageTexture' || textureNode.name === 'PixelTexture' ) { | ||
|  | 
 | ||
|  | 								material.map = getNode( textureNode ); | ||
|  | 
 | ||
|  | 							} else { | ||
|  | 
 | ||
|  | 								// MovieTexture not supported yet
 | ||
|  | 
 | ||
|  | 							} | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'textureTransform': | ||
|  | 						if ( fieldValues[ 0 ] !== null ) { | ||
|  | 
 | ||
|  | 							transformData = getNode( fieldValues[ 0 ] ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// only apply texture transform data if a texture was defined
 | ||
|  | 
 | ||
|  | 			if ( material.map ) { | ||
|  | 
 | ||
|  | 				// respect VRML lighting model
 | ||
|  | 
 | ||
|  | 				if ( material.map.__type ) { | ||
|  | 
 | ||
|  | 					switch ( material.map.__type ) { | ||
|  | 
 | ||
|  | 						case TEXTURE_TYPE.INTENSITY_ALPHA: | ||
|  | 							material.opacity = 1; // ignore transparency
 | ||
|  | 							break; | ||
|  | 
 | ||
|  | 						case TEXTURE_TYPE.RGB: | ||
|  | 							material.color.set( 0xffffff ); // ignore material color
 | ||
|  | 							break; | ||
|  | 
 | ||
|  | 						case TEXTURE_TYPE.RGBA: | ||
|  | 							material.color.set( 0xffffff ); // ignore material color
 | ||
|  | 							material.opacity = 1; // ignore transparency
 | ||
|  | 							break; | ||
|  | 
 | ||
|  | 						default: | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					delete material.map.__type; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// apply texture transform
 | ||
|  | 
 | ||
|  | 				if ( transformData ) { | ||
|  | 
 | ||
|  | 					material.map.center.copy( transformData.center ); | ||
|  | 					material.map.rotation = transformData.rotation; | ||
|  | 					material.map.repeat.copy( transformData.scale ); | ||
|  | 					material.map.offset.copy( transformData.translation ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return material; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildMaterialNode( node ) { | ||
|  | 
 | ||
|  | 			const materialData = {}; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'ambientIntensity': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'diffuseColor': | ||
|  | 						materialData.diffuseColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ); | ||
|  | 						materialData.diffuseColor.convertSRGBToLinear(); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'emissiveColor': | ||
|  | 						materialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ); | ||
|  | 						materialData.emissiveColor.convertSRGBToLinear(); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'shininess': | ||
|  | 						materialData.shininess = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'specularColor': | ||
|  | 						materialData.specularColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] ); | ||
|  | 						materialData.specularColor.convertSRGBToLinear(); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'transparency': | ||
|  | 						materialData.transparency = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return materialData; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function parseHexColor( hex, textureType, color ) { | ||
|  | 
 | ||
|  | 			let value; | ||
|  | 
 | ||
|  | 			switch ( textureType ) { | ||
|  | 
 | ||
|  | 				case TEXTURE_TYPE.INTENSITY: | ||
|  | 					// Intensity texture: A one-component image specifies one-byte hexadecimal or integer values representing the intensity of the image
 | ||
|  | 					value = parseInt( hex ); | ||
|  | 					color.r = value; | ||
|  | 					color.g = value; | ||
|  | 					color.b = value; | ||
|  | 					color.a = 1; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case TEXTURE_TYPE.INTENSITY_ALPHA: | ||
|  | 					// Intensity+Alpha texture: A two-component image specifies the intensity in the first (high) byte and the alpha opacity in the second (low) byte.
 | ||
|  | 					value = parseInt( '0x' + hex.substring( 2, 4 ) ); | ||
|  | 					color.r = value; | ||
|  | 					color.g = value; | ||
|  | 					color.b = value; | ||
|  | 					color.a = parseInt( '0x' + hex.substring( 4, 6 ) ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case TEXTURE_TYPE.RGB: | ||
|  | 					// RGB texture: Pixels in a three-component image specify the red component in the first (high) byte, followed by the green and blue components
 | ||
|  | 					color.r = parseInt( '0x' + hex.substring( 2, 4 ) ); | ||
|  | 					color.g = parseInt( '0x' + hex.substring( 4, 6 ) ); | ||
|  | 					color.b = parseInt( '0x' + hex.substring( 6, 8 ) ); | ||
|  | 					color.a = 1; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case TEXTURE_TYPE.RGBA: | ||
|  | 					// RGBA texture: Four-component images specify the alpha opacity byte after red/green/blue
 | ||
|  | 					color.r = parseInt( '0x' + hex.substring( 2, 4 ) ); | ||
|  | 					color.g = parseInt( '0x' + hex.substring( 4, 6 ) ); | ||
|  | 					color.b = parseInt( '0x' + hex.substring( 6, 8 ) ); | ||
|  | 					color.a = parseInt( '0x' + hex.substring( 8, 10 ) ); | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				default: | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function getTextureType( num_components ) { | ||
|  | 
 | ||
|  | 			let type; | ||
|  | 
 | ||
|  | 			switch ( num_components ) { | ||
|  | 
 | ||
|  | 				case 1: | ||
|  | 					type = TEXTURE_TYPE.INTENSITY; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 2: | ||
|  | 					type = TEXTURE_TYPE.INTENSITY_ALPHA; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 3: | ||
|  | 					type = TEXTURE_TYPE.RGB; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				case 4: | ||
|  | 					type = TEXTURE_TYPE.RGBA; | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				default: | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return type; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildPixelTextureNode( node ) { | ||
|  | 
 | ||
|  | 			let texture; | ||
|  | 			let wrapS = RepeatWrapping; | ||
|  | 			let wrapT = RepeatWrapping; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'image': | ||
|  | 						const width = fieldValues[ 0 ]; | ||
|  | 						const height = fieldValues[ 1 ]; | ||
|  | 						const num_components = fieldValues[ 2 ]; | ||
|  | 
 | ||
|  | 						const textureType = getTextureType( num_components ); | ||
|  | 
 | ||
|  | 						const data = new Uint8Array( 4 * width * height ); | ||
|  | 
 | ||
|  | 						const color = { r: 0, g: 0, b: 0, a: 0 }; | ||
|  | 
 | ||
|  | 						for ( let j = 3, k = 0, jl = fieldValues.length; j < jl; j ++, k ++ ) { | ||
|  | 
 | ||
|  | 							parseHexColor( fieldValues[ j ], textureType, color ); | ||
|  | 
 | ||
|  | 							const stride = k * 4; | ||
|  | 
 | ||
|  | 							data[ stride + 0 ] = color.r; | ||
|  | 							data[ stride + 1 ] = color.g; | ||
|  | 							data[ stride + 2 ] = color.b; | ||
|  | 							data[ stride + 3 ] = color.a; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						texture = new DataTexture( data, width, height ); | ||
|  | 						texture.colorSpace = SRGBColorSpace; | ||
|  | 						texture.needsUpdate = true; | ||
|  | 						texture.__type = textureType; // needed for material modifications
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'repeatS': | ||
|  | 						if ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'repeatT': | ||
|  | 						if ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( texture ) { | ||
|  | 
 | ||
|  | 				texture.wrapS = wrapS; | ||
|  | 				texture.wrapT = wrapT; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return texture; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildImageTextureNode( node ) { | ||
|  | 
 | ||
|  | 			let texture; | ||
|  | 			let wrapS = RepeatWrapping; | ||
|  | 			let wrapT = RepeatWrapping; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'url': | ||
|  | 						const url = fieldValues[ 0 ]; | ||
|  | 						if ( url ) texture = textureLoader.load( url ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'repeatS': | ||
|  | 						if ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'repeatT': | ||
|  | 						if ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( texture ) { | ||
|  | 
 | ||
|  | 				texture.wrapS = wrapS; | ||
|  | 				texture.wrapT = wrapT; | ||
|  | 				texture.colorSpace = SRGBColorSpace; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return texture; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildTextureTransformNode( node ) { | ||
|  | 
 | ||
|  | 			const transformData = { | ||
|  | 				center: new Vector2(), | ||
|  | 				rotation: new Vector2(), | ||
|  | 				scale: new Vector2(), | ||
|  | 				translation: new Vector2() | ||
|  | 			}; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'center': | ||
|  | 						transformData.center.set( fieldValues[ 0 ], fieldValues[ 1 ] ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'rotation': | ||
|  | 						transformData.rotation = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'scale': | ||
|  | 						transformData.scale.set( fieldValues[ 0 ], fieldValues[ 1 ] ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'translation': | ||
|  | 						transformData.translation.set( fieldValues[ 0 ], fieldValues[ 1 ] ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return transformData; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildGeometricNode( node ) { | ||
|  | 
 | ||
|  | 			return node.fields[ 0 ].values; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildWorldInfoNode( node ) { | ||
|  | 
 | ||
|  | 			const worldInfo = {}; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'title': | ||
|  | 						worldInfo.title = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'info': | ||
|  | 						worldInfo.info = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return worldInfo; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildIndexedFaceSetNode( node ) { | ||
|  | 
 | ||
|  | 			let color, coord, normal, texCoord; | ||
|  | 			let ccw = true, solid = true, creaseAngle = 0; | ||
|  | 			let colorIndex, coordIndex, normalIndex, texCoordIndex; | ||
|  | 			let colorPerVertex = true, normalPerVertex = true; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'color': | ||
|  | 						const colorNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( colorNode !== null ) { | ||
|  | 
 | ||
|  | 							color = getNode( colorNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'coord': | ||
|  | 						const coordNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( coordNode !== null ) { | ||
|  | 
 | ||
|  | 							coord = getNode( coordNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'normal': | ||
|  | 						const normalNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( normalNode !== null ) { | ||
|  | 
 | ||
|  | 							normal = getNode( normalNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'texCoord': | ||
|  | 						const texCoordNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( texCoordNode !== null ) { | ||
|  | 
 | ||
|  | 							texCoord = getNode( texCoordNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'ccw': | ||
|  | 						ccw = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'colorIndex': | ||
|  | 						colorIndex = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'colorPerVertex': | ||
|  | 						colorPerVertex = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'convex': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'coordIndex': | ||
|  | 						coordIndex = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'creaseAngle': | ||
|  | 						creaseAngle = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'normalIndex': | ||
|  | 						normalIndex = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'normalPerVertex': | ||
|  | 						normalPerVertex = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'solid': | ||
|  | 						solid = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'texCoordIndex': | ||
|  | 						texCoordIndex = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( coordIndex === undefined ) { | ||
|  | 
 | ||
|  | 				console.warn( 'THREE.VRMLLoader: Missing coordIndex.' ); | ||
|  | 
 | ||
|  | 				return new BufferGeometry(); // handle VRML files with incomplete geometry definition
 | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const triangulatedCoordIndex = triangulateFaceIndex( coordIndex, ccw ); | ||
|  | 
 | ||
|  | 			let colorAttribute; | ||
|  | 			let normalAttribute; | ||
|  | 			let uvAttribute; | ||
|  | 
 | ||
|  | 			if ( color ) { | ||
|  | 
 | ||
|  | 				if ( colorPerVertex === true ) { | ||
|  | 
 | ||
|  | 					if ( colorIndex && colorIndex.length > 0 ) { | ||
|  | 
 | ||
|  | 						// if the colorIndex field is not empty, then it is used to choose colors for each vertex of the IndexedFaceSet.
 | ||
|  | 
 | ||
|  | 						const triangulatedColorIndex = triangulateFaceIndex( colorIndex, ccw ); | ||
|  | 						colorAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedColorIndex, color, 3 ); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
 | ||
|  | 
 | ||
|  | 						colorAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( color, 3 ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					if ( colorIndex && colorIndex.length > 0 ) { | ||
|  | 
 | ||
|  | 						// if the colorIndex field is not empty, then they are used to choose one color for each face of the IndexedFaceSet
 | ||
|  | 
 | ||
|  | 						const flattenFaceColors = flattenData( color, colorIndex ); | ||
|  | 						const triangulatedFaceColors = triangulateFaceData( flattenFaceColors, coordIndex ); | ||
|  | 						colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors ); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// if the colorIndex field is empty, then the color are applied to each face of the IndexedFaceSet in order
 | ||
|  | 
 | ||
|  | 						const triangulatedFaceColors = triangulateFaceData( color, coordIndex ); | ||
|  | 						colorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors ); | ||
|  | 
 | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				convertColorsToLinearSRGB( colorAttribute ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( normal ) { | ||
|  | 
 | ||
|  | 				if ( normalPerVertex === true ) { | ||
|  | 
 | ||
|  | 					// consider vertex normals
 | ||
|  | 
 | ||
|  | 					if ( normalIndex && normalIndex.length > 0 ) { | ||
|  | 
 | ||
|  | 						// if the normalIndex field is not empty, then it is used to choose normals for each vertex of the IndexedFaceSet.
 | ||
|  | 
 | ||
|  | 						const triangulatedNormalIndex = triangulateFaceIndex( normalIndex, ccw ); | ||
|  | 						normalAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedNormalIndex, normal, 3 ); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// if the normalIndex field is empty, then the coordIndex field is used to choose normals from the Normal node
 | ||
|  | 
 | ||
|  | 						normalAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( normal, 3 ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					// consider face normals
 | ||
|  | 
 | ||
|  | 					if ( normalIndex && normalIndex.length > 0 ) { | ||
|  | 
 | ||
|  | 						// if the normalIndex field is not empty, then they are used to choose one normal for each face of the IndexedFaceSet
 | ||
|  | 
 | ||
|  | 						const flattenFaceNormals = flattenData( normal, normalIndex ); | ||
|  | 						const triangulatedFaceNormals = triangulateFaceData( flattenFaceNormals, coordIndex ); | ||
|  | 						normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals ); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// if the normalIndex field is empty, then the normals are applied to each face of the IndexedFaceSet in order
 | ||
|  | 
 | ||
|  | 						const triangulatedFaceNormals = triangulateFaceData( normal, coordIndex ); | ||
|  | 						normalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				// if the normal field is NULL, then the loader should automatically generate normals, using creaseAngle to determine if and how normals are smoothed across shared vertices
 | ||
|  | 
 | ||
|  | 				normalAttribute = computeNormalAttribute( triangulatedCoordIndex, coord, creaseAngle ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( texCoord ) { | ||
|  | 
 | ||
|  | 				// texture coordinates are always defined on vertex level
 | ||
|  | 
 | ||
|  | 				if ( texCoordIndex && texCoordIndex.length > 0 ) { | ||
|  | 
 | ||
|  | 					// if the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet.
 | ||
|  | 
 | ||
|  | 					const triangulatedTexCoordIndex = triangulateFaceIndex( texCoordIndex, ccw ); | ||
|  | 					uvAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedTexCoordIndex, texCoord, 2 ); | ||
|  | 
 | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					// if the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node
 | ||
|  | 
 | ||
|  | 					uvAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( texCoord, 2 ) ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const geometry = new BufferGeometry(); | ||
|  | 			const positionAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( coord, 3 ) ); | ||
|  | 
 | ||
|  | 			geometry.setAttribute( 'position', positionAttribute ); | ||
|  | 			geometry.setAttribute( 'normal', normalAttribute ); | ||
|  | 
 | ||
|  | 			// optional attributes
 | ||
|  | 
 | ||
|  | 			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute ); | ||
|  | 			if ( uvAttribute ) geometry.setAttribute( 'uv', uvAttribute ); | ||
|  | 
 | ||
|  | 			// "solid" influences the material so let's store it for later use
 | ||
|  | 
 | ||
|  | 			geometry._solid = solid; | ||
|  | 			geometry._type = 'mesh'; | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildIndexedLineSetNode( node ) { | ||
|  | 
 | ||
|  | 			let color, coord; | ||
|  | 			let colorIndex, coordIndex; | ||
|  | 			let colorPerVertex = true; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'color': | ||
|  | 						const colorNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( colorNode !== null ) { | ||
|  | 
 | ||
|  | 							color = getNode( colorNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'coord': | ||
|  | 						const coordNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( coordNode !== null ) { | ||
|  | 
 | ||
|  | 							coord = getNode( coordNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'colorIndex': | ||
|  | 						colorIndex = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'colorPerVertex': | ||
|  | 						colorPerVertex = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'coordIndex': | ||
|  | 						coordIndex = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// build lines
 | ||
|  | 
 | ||
|  | 			let colorAttribute; | ||
|  | 
 | ||
|  | 			const expandedLineIndex = expandLineIndex( coordIndex ); // create an index for three.js's linesegment primitive
 | ||
|  | 
 | ||
|  | 			if ( color ) { | ||
|  | 
 | ||
|  | 				if ( colorPerVertex === true ) { | ||
|  | 
 | ||
|  | 					if ( colorIndex.length > 0 ) { | ||
|  | 
 | ||
|  | 						// if the colorIndex field is not empty, then one color is used for each polyline of the IndexedLineSet.
 | ||
|  | 
 | ||
|  | 						const expandedColorIndex = expandLineIndex( colorIndex ); // compute colors for each line segment (rendering primitve)
 | ||
|  | 						colorAttribute = computeAttributeFromIndexedData( expandedLineIndex, expandedColorIndex, color, 3 ); // compute data on vertex level
 | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order.
 | ||
|  | 
 | ||
|  | 						colorAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( color, 3 ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					if ( colorIndex.length > 0 ) { | ||
|  | 
 | ||
|  | 						// if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet
 | ||
|  | 
 | ||
|  | 						const flattenLineColors = flattenData( color, colorIndex ); // compute colors for each VRML primitve
 | ||
|  | 						const expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitve)
 | ||
|  | 						colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
 | ||
|  | 
 | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node
 | ||
|  | 
 | ||
|  | 						const expandedLineColors = expandLineData( color, coordIndex ); // compute colors for each line segment (rendering primitve)
 | ||
|  | 						colorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level
 | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				convertColorsToLinearSRGB( colorAttribute ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			const geometry = new BufferGeometry(); | ||
|  | 
 | ||
|  | 			const positionAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( coord, 3 ) ); | ||
|  | 			geometry.setAttribute( 'position', positionAttribute ); | ||
|  | 
 | ||
|  | 			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute ); | ||
|  | 
 | ||
|  | 			geometry._type = 'line'; | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildPointSetNode( node ) { | ||
|  | 
 | ||
|  | 			let color, coord; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'color': | ||
|  | 						const colorNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( colorNode !== null ) { | ||
|  | 
 | ||
|  | 							color = getNode( colorNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'coord': | ||
|  | 						const coordNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( coordNode !== null ) { | ||
|  | 
 | ||
|  | 							coord = getNode( coordNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const geometry = new BufferGeometry(); | ||
|  | 
 | ||
|  | 			geometry.setAttribute( 'position', new Float32BufferAttribute( coord, 3 ) ); | ||
|  | 
 | ||
|  | 			if ( color ) { | ||
|  | 
 | ||
|  | 				const colorAttribute = new Float32BufferAttribute( color, 3 ); | ||
|  | 				convertColorsToLinearSRGB( colorAttribute ); | ||
|  | 
 | ||
|  | 				geometry.setAttribute( 'color', colorAttribute ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			geometry._type = 'points'; | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildBoxNode( node ) { | ||
|  | 
 | ||
|  | 			const size = new Vector3( 2, 2, 2 ); | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'size': | ||
|  | 						size.x = fieldValues[ 0 ]; | ||
|  | 						size.y = fieldValues[ 1 ]; | ||
|  | 						size.z = fieldValues[ 2 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const geometry = new BoxGeometry( size.x, size.y, size.z ); | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildConeNode( node ) { | ||
|  | 
 | ||
|  | 			let radius = 1, height = 2, openEnded = false; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'bottom': | ||
|  | 						openEnded = ! fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'bottomRadius': | ||
|  | 						radius = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'height': | ||
|  | 						height = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'side': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const geometry = new ConeGeometry( radius, height, 16, 1, openEnded ); | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildCylinderNode( node ) { | ||
|  | 
 | ||
|  | 			let radius = 1, height = 2; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'bottom': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'radius': | ||
|  | 						radius = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'height': | ||
|  | 						height = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'side': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'top': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const geometry = new CylinderGeometry( radius, radius, height, 16, 1 ); | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildSphereNode( node ) { | ||
|  | 
 | ||
|  | 			let radius = 1; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'radius': | ||
|  | 						radius = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const geometry = new SphereGeometry( radius, 16, 16 ); | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildElevationGridNode( node ) { | ||
|  | 
 | ||
|  | 			let color; | ||
|  | 			let normal; | ||
|  | 			let texCoord; | ||
|  | 			let height; | ||
|  | 
 | ||
|  | 			let colorPerVertex = true; | ||
|  | 			let normalPerVertex = true; | ||
|  | 			let solid = true; | ||
|  | 			let ccw = true; | ||
|  | 			let creaseAngle = 0; | ||
|  | 			let xDimension = 2; | ||
|  | 			let zDimension = 2; | ||
|  | 			let xSpacing = 1; | ||
|  | 			let zSpacing = 1; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'color': | ||
|  | 						const colorNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( colorNode !== null ) { | ||
|  | 
 | ||
|  | 							color = getNode( colorNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'normal': | ||
|  | 						const normalNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( normalNode !== null ) { | ||
|  | 
 | ||
|  | 							normal = getNode( normalNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'texCoord': | ||
|  | 						const texCoordNode = fieldValues[ 0 ]; | ||
|  | 
 | ||
|  | 						if ( texCoordNode !== null ) { | ||
|  | 
 | ||
|  | 							texCoord = getNode( texCoordNode ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'height': | ||
|  | 						height = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'ccw': | ||
|  | 						ccw = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'colorPerVertex': | ||
|  | 						colorPerVertex = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'creaseAngle': | ||
|  | 						creaseAngle = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'normalPerVertex': | ||
|  | 						normalPerVertex = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'solid': | ||
|  | 						solid = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'xDimension': | ||
|  | 						xDimension = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'xSpacing': | ||
|  | 						xSpacing = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'zDimension': | ||
|  | 						zDimension = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'zSpacing': | ||
|  | 						zSpacing = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// vertex data
 | ||
|  | 
 | ||
|  | 			const vertices = []; | ||
|  | 			const normals = []; | ||
|  | 			const colors = []; | ||
|  | 			const uvs = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < zDimension; i ++ ) { | ||
|  | 
 | ||
|  | 				for ( let j = 0; j < xDimension; j ++ ) { | ||
|  | 
 | ||
|  | 					// compute a row major index
 | ||
|  | 
 | ||
|  | 					const index = ( i * xDimension ) + j; | ||
|  | 
 | ||
|  | 					// vertices
 | ||
|  | 
 | ||
|  | 					const x = xSpacing * i; | ||
|  | 					const y = height[ index ]; | ||
|  | 					const z = zSpacing * j; | ||
|  | 
 | ||
|  | 					vertices.push( x, y, z ); | ||
|  | 
 | ||
|  | 					// colors
 | ||
|  | 
 | ||
|  | 					if ( color && colorPerVertex === true ) { | ||
|  | 
 | ||
|  | 						const r = color[ index * 3 + 0 ]; | ||
|  | 						const g = color[ index * 3 + 1 ]; | ||
|  | 						const b = color[ index * 3 + 2 ]; | ||
|  | 
 | ||
|  | 						colors.push( r, g, b ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// normals
 | ||
|  | 
 | ||
|  | 					if ( normal && normalPerVertex === true ) { | ||
|  | 
 | ||
|  | 						const xn = normal[ index * 3 + 0 ]; | ||
|  | 						const yn = normal[ index * 3 + 1 ]; | ||
|  | 						const zn = normal[ index * 3 + 2 ]; | ||
|  | 
 | ||
|  | 						normals.push( xn, yn, zn ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					// uvs
 | ||
|  | 
 | ||
|  | 					if ( texCoord ) { | ||
|  | 
 | ||
|  | 						const s = texCoord[ index * 2 + 0 ]; | ||
|  | 						const t = texCoord[ index * 2 + 1 ]; | ||
|  | 
 | ||
|  | 						uvs.push( s, t ); | ||
|  | 
 | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						uvs.push( i / ( xDimension - 1 ), j / ( zDimension - 1 ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// indices
 | ||
|  | 
 | ||
|  | 			const indices = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < xDimension - 1; i ++ ) { | ||
|  | 
 | ||
|  | 				for ( let j = 0; j < zDimension - 1; j ++ ) { | ||
|  | 
 | ||
|  | 					// from https://tecfa.unige.ch/guides/vrml/vrml97/spec/part1/nodesRef.html#ElevationGrid
 | ||
|  | 
 | ||
|  | 					const a = i + j * xDimension; | ||
|  | 					const b = i + ( j + 1 ) * xDimension; | ||
|  | 					const c = ( i + 1 ) + ( j + 1 ) * xDimension; | ||
|  | 					const d = ( i + 1 ) + j * xDimension; | ||
|  | 
 | ||
|  | 					// faces
 | ||
|  | 
 | ||
|  | 					if ( ccw === true ) { | ||
|  | 
 | ||
|  | 						indices.push( a, c, b ); | ||
|  | 						indices.push( c, a, d ); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						indices.push( a, b, c ); | ||
|  | 						indices.push( c, d, a ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			const positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) ); | ||
|  | 			const uvAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( uvs, 2 ) ); | ||
|  | 			let colorAttribute; | ||
|  | 			let normalAttribute; | ||
|  | 
 | ||
|  | 			// color attribute
 | ||
|  | 
 | ||
|  | 			if ( color ) { | ||
|  | 
 | ||
|  | 				if ( colorPerVertex === false ) { | ||
|  | 
 | ||
|  | 					for ( let i = 0; i < xDimension - 1; i ++ ) { | ||
|  | 
 | ||
|  | 						for ( let j = 0; j < zDimension - 1; j ++ ) { | ||
|  | 
 | ||
|  | 							const index = i + j * ( xDimension - 1 ); | ||
|  | 
 | ||
|  | 							const r = color[ index * 3 + 0 ]; | ||
|  | 							const g = color[ index * 3 + 1 ]; | ||
|  | 							const b = color[ index * 3 + 2 ]; | ||
|  | 
 | ||
|  | 							// one color per quad
 | ||
|  | 
 | ||
|  | 							colors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b ); | ||
|  | 							colors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					colorAttribute = new Float32BufferAttribute( colors, 3 ); | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					colorAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( colors, 3 ) ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				convertColorsToLinearSRGB( colorAttribute ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// normal attribute
 | ||
|  | 
 | ||
|  | 			if ( normal ) { | ||
|  | 
 | ||
|  | 				if ( normalPerVertex === false ) { | ||
|  | 
 | ||
|  | 					for ( let i = 0; i < xDimension - 1; i ++ ) { | ||
|  | 
 | ||
|  | 						for ( let j = 0; j < zDimension - 1; j ++ ) { | ||
|  | 
 | ||
|  | 							const index = i + j * ( xDimension - 1 ); | ||
|  | 
 | ||
|  | 							const xn = normal[ index * 3 + 0 ]; | ||
|  | 							const yn = normal[ index * 3 + 1 ]; | ||
|  | 							const zn = normal[ index * 3 + 2 ]; | ||
|  | 
 | ||
|  | 							// one normal per quad
 | ||
|  | 
 | ||
|  | 							normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); | ||
|  | 							normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					normalAttribute = new Float32BufferAttribute( normals, 3 ); | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					normalAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( normals, 3 ) ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// build geometry
 | ||
|  | 
 | ||
|  | 			const geometry = new BufferGeometry(); | ||
|  | 			geometry.setAttribute( 'position', positionAttribute ); | ||
|  | 			geometry.setAttribute( 'normal', normalAttribute ); | ||
|  | 			geometry.setAttribute( 'uv', uvAttribute ); | ||
|  | 
 | ||
|  | 			if ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute ); | ||
|  | 
 | ||
|  | 			// "solid" influences the material so let's store it for later use
 | ||
|  | 
 | ||
|  | 			geometry._solid = solid; | ||
|  | 			geometry._type = 'mesh'; | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function buildExtrusionNode( node ) { | ||
|  | 
 | ||
|  | 			let crossSection = [ 1, 1, 1, - 1, - 1, - 1, - 1, 1, 1, 1 ]; | ||
|  | 			let spine = [ 0, 0, 0, 0, 1, 0 ]; | ||
|  | 			let scale; | ||
|  | 			let orientation; | ||
|  | 
 | ||
|  | 			let beginCap = true; | ||
|  | 			let ccw = true; | ||
|  | 			let creaseAngle = 0; | ||
|  | 			let endCap = true; | ||
|  | 			let solid = true; | ||
|  | 
 | ||
|  | 			const fields = node.fields; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = fields.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const field = fields[ i ]; | ||
|  | 				const fieldName = field.name; | ||
|  | 				const fieldValues = field.values; | ||
|  | 
 | ||
|  | 				switch ( fieldName ) { | ||
|  | 
 | ||
|  | 					case 'beginCap': | ||
|  | 						beginCap = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'ccw': | ||
|  | 						ccw = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'convex': | ||
|  | 						// field not supported
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'creaseAngle': | ||
|  | 						creaseAngle = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'crossSection': | ||
|  | 						crossSection = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'endCap': | ||
|  | 						endCap = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'orientation': | ||
|  | 						orientation = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'scale': | ||
|  | 						scale = fieldValues; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'solid': | ||
|  | 						solid = fieldValues[ 0 ]; | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					case 'spine': | ||
|  | 						spine = fieldValues; // only extrusion along the Y-axis are supported so far
 | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					default: | ||
|  | 						console.warn( 'THREE.VRMLLoader: Unknown field:', fieldName ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const crossSectionClosed = ( crossSection[ 0 ] === crossSection[ crossSection.length - 2 ] && crossSection[ 1 ] === crossSection[ crossSection.length - 1 ] ); | ||
|  | 
 | ||
|  | 			// vertices
 | ||
|  | 
 | ||
|  | 			const vertices = []; | ||
|  | 			const spineVector = new Vector3(); | ||
|  | 			const scaling = new Vector3(); | ||
|  | 
 | ||
|  | 			const axis = new Vector3(); | ||
|  | 			const vertex = new Vector3(); | ||
|  | 			const quaternion = new Quaternion(); | ||
|  | 
 | ||
|  | 			for ( let i = 0, j = 0, o = 0, il = spine.length; i < il; i += 3, j += 2, o += 4 ) { | ||
|  | 
 | ||
|  | 				spineVector.fromArray( spine, i ); | ||
|  | 
 | ||
|  | 				scaling.x = scale ? scale[ j + 0 ] : 1; | ||
|  | 				scaling.y = 1; | ||
|  | 				scaling.z = scale ? scale[ j + 1 ] : 1; | ||
|  | 
 | ||
|  | 				axis.x = orientation ? orientation[ o + 0 ] : 0; | ||
|  | 				axis.y = orientation ? orientation[ o + 1 ] : 0; | ||
|  | 				axis.z = orientation ? orientation[ o + 2 ] : 1; | ||
|  | 				const angle = orientation ? orientation[ o + 3 ] : 0; | ||
|  | 
 | ||
|  | 				for ( let k = 0, kl = crossSection.length; k < kl; k += 2 ) { | ||
|  | 
 | ||
|  | 					vertex.x = crossSection[ k + 0 ]; | ||
|  | 					vertex.y = 0; | ||
|  | 					vertex.z = crossSection[ k + 1 ]; | ||
|  | 
 | ||
|  | 					// scale
 | ||
|  | 
 | ||
|  | 					vertex.multiply( scaling ); | ||
|  | 
 | ||
|  | 					// rotate
 | ||
|  | 
 | ||
|  | 					quaternion.setFromAxisAngle( axis, angle ); | ||
|  | 					vertex.applyQuaternion( quaternion ); | ||
|  | 
 | ||
|  | 					// translate
 | ||
|  | 
 | ||
|  | 					vertex.add( spineVector ); | ||
|  | 
 | ||
|  | 					vertices.push( vertex.x, vertex.y, vertex.z ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// indices
 | ||
|  | 
 | ||
|  | 			const indices = []; | ||
|  | 
 | ||
|  | 			const spineCount = spine.length / 3; | ||
|  | 			const crossSectionCount = crossSection.length / 2; | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < spineCount - 1; i ++ ) { | ||
|  | 
 | ||
|  | 				for ( let j = 0; j < crossSectionCount - 1; j ++ ) { | ||
|  | 
 | ||
|  | 					const a = j + i * crossSectionCount; | ||
|  | 					let b = ( j + 1 ) + i * crossSectionCount; | ||
|  | 					const c = j + ( i + 1 ) * crossSectionCount; | ||
|  | 					let d = ( j + 1 ) + ( i + 1 ) * crossSectionCount; | ||
|  | 
 | ||
|  | 					if ( ( j === crossSectionCount - 2 ) && ( crossSectionClosed === true ) ) { | ||
|  | 
 | ||
|  | 						b = i * crossSectionCount; | ||
|  | 						d = ( i + 1 ) * crossSectionCount; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					if ( ccw === true ) { | ||
|  | 
 | ||
|  | 						indices.push( a, b, c ); | ||
|  | 						indices.push( c, b, d ); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						indices.push( a, c, b ); | ||
|  | 						indices.push( c, d, b ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// triangulate cap
 | ||
|  | 
 | ||
|  | 			if ( beginCap === true || endCap === true ) { | ||
|  | 
 | ||
|  | 				const contour = []; | ||
|  | 
 | ||
|  | 				for ( let i = 0, l = crossSection.length; i < l; i += 2 ) { | ||
|  | 
 | ||
|  | 					contour.push( new Vector2( crossSection[ i ], crossSection[ i + 1 ] ) ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				const faces = ShapeUtils.triangulateShape( contour, [] ); | ||
|  | 				const capIndices = []; | ||
|  | 
 | ||
|  | 				for ( let i = 0, l = faces.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 					const face = faces[ i ]; | ||
|  | 
 | ||
|  | 					capIndices.push( face[ 0 ], face[ 1 ], face[ 2 ] ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// begin cap
 | ||
|  | 
 | ||
|  | 				if ( beginCap === true ) { | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = capIndices.length; i < l; i += 3 ) { | ||
|  | 
 | ||
|  | 						if ( ccw === true ) { | ||
|  | 
 | ||
|  | 							indices.push( capIndices[ i + 0 ], capIndices[ i + 1 ], capIndices[ i + 2 ] ); | ||
|  | 
 | ||
|  | 						} else { | ||
|  | 
 | ||
|  | 							indices.push( capIndices[ i + 0 ], capIndices[ i + 2 ], capIndices[ i + 1 ] ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// end cap
 | ||
|  | 
 | ||
|  | 				if ( endCap === true ) { | ||
|  | 
 | ||
|  | 					const indexOffset = crossSectionCount * ( spineCount - 1 ); // references to the first vertex of the last cross section
 | ||
|  | 
 | ||
|  | 					for ( let i = 0, l = capIndices.length; i < l; i += 3 ) { | ||
|  | 
 | ||
|  | 						if ( ccw === true ) { | ||
|  | 
 | ||
|  | 							indices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 2 ], indexOffset + capIndices[ i + 1 ] ); | ||
|  | 
 | ||
|  | 						} else { | ||
|  | 
 | ||
|  | 							indices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 1 ], indexOffset + capIndices[ i + 2 ] ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) ); | ||
|  | 			const normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle ); | ||
|  | 
 | ||
|  | 			const geometry = new BufferGeometry(); | ||
|  | 			geometry.setAttribute( 'position', positionAttribute ); | ||
|  | 			geometry.setAttribute( 'normal', normalAttribute ); | ||
|  | 			// no uvs yet
 | ||
|  | 
 | ||
|  | 			// "solid" influences the material so let's store it for later use
 | ||
|  | 
 | ||
|  | 			geometry._solid = solid; | ||
|  | 			geometry._type = 'mesh'; | ||
|  | 
 | ||
|  | 			return geometry; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// helper functions
 | ||
|  | 
 | ||
|  | 		function resolveUSE( identifier ) { | ||
|  | 
 | ||
|  | 			const node = nodeMap[ identifier ]; | ||
|  | 			const build = getNode( node ); | ||
|  | 
 | ||
|  | 			// because the same 3D objects can have different transformations, it's necessary to clone them.
 | ||
|  | 			// materials can be influenced by the geometry (e.g. vertex normals). cloning is necessary to avoid
 | ||
|  | 			// any side effects
 | ||
|  | 
 | ||
|  | 			return ( build.isObject3D || build.isMaterial ) ? build.clone() : build; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function parseFieldChildren( children, owner ) { | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = children.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const object = getNode( children[ i ] ); | ||
|  | 
 | ||
|  | 				if ( object instanceof Object3D ) owner.add( object ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function triangulateFaceIndex( index, ccw ) { | ||
|  | 
 | ||
|  | 			const indices = []; | ||
|  | 
 | ||
|  | 			// since face defintions can have more than three vertices, it's necessary to
 | ||
|  | 			// perform a simple triangulation
 | ||
|  | 
 | ||
|  | 			let start = 0; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = index.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const i1 = index[ start ]; | ||
|  | 				const i2 = index[ i + ( ccw ? 1 : 2 ) ]; | ||
|  | 				const i3 = index[ i + ( ccw ? 2 : 1 ) ]; | ||
|  | 
 | ||
|  | 				indices.push( i1, i2, i3 ); | ||
|  | 
 | ||
|  | 				// an index of -1 indicates that the current face has ended and the next one begins
 | ||
|  | 
 | ||
|  | 				if ( index[ i + 3 ] === - 1 || i + 3 >= l ) { | ||
|  | 
 | ||
|  | 					i += 3; | ||
|  | 					start = i + 1; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return indices; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function triangulateFaceData( data, index ) { | ||
|  | 
 | ||
|  | 			const triangulatedData = []; | ||
|  | 
 | ||
|  | 			let start = 0; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = index.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const stride = start * 3; | ||
|  | 
 | ||
|  | 				const x = data[ stride ]; | ||
|  | 				const y = data[ stride + 1 ]; | ||
|  | 				const z = data[ stride + 2 ]; | ||
|  | 
 | ||
|  | 				triangulatedData.push( x, y, z ); | ||
|  | 
 | ||
|  | 				// an index of -1 indicates that the current face has ended and the next one begins
 | ||
|  | 
 | ||
|  | 				if ( index[ i + 3 ] === - 1 || i + 3 >= l ) { | ||
|  | 
 | ||
|  | 					i += 3; | ||
|  | 					start ++; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return triangulatedData; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function flattenData( data, index ) { | ||
|  | 
 | ||
|  | 			const flattenData = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = index.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const i1 = index[ i ]; | ||
|  | 
 | ||
|  | 				const stride = i1 * 3; | ||
|  | 
 | ||
|  | 				const x = data[ stride ]; | ||
|  | 				const y = data[ stride + 1 ]; | ||
|  | 				const z = data[ stride + 2 ]; | ||
|  | 
 | ||
|  | 				flattenData.push( x, y, z ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return flattenData; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function expandLineIndex( index ) { | ||
|  | 
 | ||
|  | 			const indices = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = index.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const i1 = index[ i ]; | ||
|  | 				const i2 = index[ i + 1 ]; | ||
|  | 
 | ||
|  | 				indices.push( i1, i2 ); | ||
|  | 
 | ||
|  | 				// an index of -1 indicates that the current line has ended and the next one begins
 | ||
|  | 
 | ||
|  | 				if ( index[ i + 2 ] === - 1 || i + 2 >= l ) { | ||
|  | 
 | ||
|  | 					i += 2; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return indices; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function expandLineData( data, index ) { | ||
|  | 
 | ||
|  | 			const triangulatedData = []; | ||
|  | 
 | ||
|  | 			let start = 0; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = index.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const stride = start * 3; | ||
|  | 
 | ||
|  | 				const x = data[ stride ]; | ||
|  | 				const y = data[ stride + 1 ]; | ||
|  | 				const z = data[ stride + 2 ]; | ||
|  | 
 | ||
|  | 				triangulatedData.push( x, y, z ); | ||
|  | 
 | ||
|  | 				// an index of -1 indicates that the current line has ended and the next one begins
 | ||
|  | 
 | ||
|  | 				if ( index[ i + 2 ] === - 1 || i + 2 >= l ) { | ||
|  | 
 | ||
|  | 					i += 2; | ||
|  | 					start ++; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return triangulatedData; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const vA = new Vector3(); | ||
|  | 		const vB = new Vector3(); | ||
|  | 		const vC = new Vector3(); | ||
|  | 
 | ||
|  | 		const uvA = new Vector2(); | ||
|  | 		const uvB = new Vector2(); | ||
|  | 		const uvC = new Vector2(); | ||
|  | 
 | ||
|  | 		function computeAttributeFromIndexedData( coordIndex, index, data, itemSize ) { | ||
|  | 
 | ||
|  | 			const array = []; | ||
|  | 
 | ||
|  | 			// we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices
 | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = coordIndex.length; i < l; i += 3 ) { | ||
|  | 
 | ||
|  | 				const a = index[ i ]; | ||
|  | 				const b = index[ i + 1 ]; | ||
|  | 				const c = index[ i + 2 ]; | ||
|  | 
 | ||
|  | 				if ( itemSize === 2 ) { | ||
|  | 
 | ||
|  | 					uvA.fromArray( data, a * itemSize ); | ||
|  | 					uvB.fromArray( data, b * itemSize ); | ||
|  | 					uvC.fromArray( data, c * itemSize ); | ||
|  | 
 | ||
|  | 					array.push( uvA.x, uvA.y ); | ||
|  | 					array.push( uvB.x, uvB.y ); | ||
|  | 					array.push( uvC.x, uvC.y ); | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					vA.fromArray( data, a * itemSize ); | ||
|  | 					vB.fromArray( data, b * itemSize ); | ||
|  | 					vC.fromArray( data, c * itemSize ); | ||
|  | 
 | ||
|  | 					array.push( vA.x, vA.y, vA.z ); | ||
|  | 					array.push( vB.x, vB.y, vB.z ); | ||
|  | 					array.push( vC.x, vC.y, vC.z ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return new Float32BufferAttribute( array, itemSize ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function computeAttributeFromFaceData( index, faceData ) { | ||
|  | 
 | ||
|  | 			const array = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0, j = 0, l = index.length; i < l; i += 3, j ++ ) { | ||
|  | 
 | ||
|  | 				vA.fromArray( faceData, j * 3 ); | ||
|  | 
 | ||
|  | 				array.push( vA.x, vA.y, vA.z ); | ||
|  | 				array.push( vA.x, vA.y, vA.z ); | ||
|  | 				array.push( vA.x, vA.y, vA.z ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return new Float32BufferAttribute( array, 3 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function computeAttributeFromLineData( index, lineData ) { | ||
|  | 
 | ||
|  | 			const array = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0, j = 0, l = index.length; i < l; i += 2, j ++ ) { | ||
|  | 
 | ||
|  | 				vA.fromArray( lineData, j * 3 ); | ||
|  | 
 | ||
|  | 				array.push( vA.x, vA.y, vA.z ); | ||
|  | 				array.push( vA.x, vA.y, vA.z ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return new Float32BufferAttribute( array, 3 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function toNonIndexedAttribute( indices, attribute ) { | ||
|  | 
 | ||
|  | 			const array = attribute.array; | ||
|  | 			const itemSize = attribute.itemSize; | ||
|  | 
 | ||
|  | 			const array2 = new array.constructor( indices.length * itemSize ); | ||
|  | 
 | ||
|  | 			let index = 0, index2 = 0; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = indices.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				index = indices[ i ] * itemSize; | ||
|  | 
 | ||
|  | 				for ( let j = 0; j < itemSize; j ++ ) { | ||
|  | 
 | ||
|  | 					array2[ index2 ++ ] = array[ index ++ ]; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return new Float32BufferAttribute( array2, itemSize ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const ab = new Vector3(); | ||
|  | 		const cb = new Vector3(); | ||
|  | 
 | ||
|  | 		function computeNormalAttribute( index, coord, creaseAngle ) { | ||
|  | 
 | ||
|  | 			const faces = []; | ||
|  | 			const vertexNormals = {}; | ||
|  | 
 | ||
|  | 			// prepare face and raw vertex normals
 | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = index.length; i < l; i += 3 ) { | ||
|  | 
 | ||
|  | 				const a = index[ i ]; | ||
|  | 				const b = index[ i + 1 ]; | ||
|  | 				const c = index[ i + 2 ]; | ||
|  | 
 | ||
|  | 				const face = new Face( a, b, c ); | ||
|  | 
 | ||
|  | 				vA.fromArray( coord, a * 3 ); | ||
|  | 				vB.fromArray( coord, b * 3 ); | ||
|  | 				vC.fromArray( coord, c * 3 ); | ||
|  | 
 | ||
|  | 				cb.subVectors( vC, vB ); | ||
|  | 				ab.subVectors( vA, vB ); | ||
|  | 				cb.cross( ab ); | ||
|  | 
 | ||
|  | 				cb.normalize(); | ||
|  | 
 | ||
|  | 				face.normal.copy( cb ); | ||
|  | 
 | ||
|  | 				if ( vertexNormals[ a ] === undefined ) vertexNormals[ a ] = []; | ||
|  | 				if ( vertexNormals[ b ] === undefined ) vertexNormals[ b ] = []; | ||
|  | 				if ( vertexNormals[ c ] === undefined ) vertexNormals[ c ] = []; | ||
|  | 
 | ||
|  | 				vertexNormals[ a ].push( face.normal ); | ||
|  | 				vertexNormals[ b ].push( face.normal ); | ||
|  | 				vertexNormals[ c ].push( face.normal ); | ||
|  | 
 | ||
|  | 				faces.push( face ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// compute vertex normals and build final geometry
 | ||
|  | 
 | ||
|  | 			const normals = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = faces.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				const face = faces[ i ]; | ||
|  | 
 | ||
|  | 				const nA = weightedNormal( vertexNormals[ face.a ], face.normal, creaseAngle ); | ||
|  | 				const nB = weightedNormal( vertexNormals[ face.b ], face.normal, creaseAngle ); | ||
|  | 				const nC = weightedNormal( vertexNormals[ face.c ], face.normal, creaseAngle ); | ||
|  | 
 | ||
|  | 				vA.fromArray( coord, face.a * 3 ); | ||
|  | 				vB.fromArray( coord, face.b * 3 ); | ||
|  | 				vC.fromArray( coord, face.c * 3 ); | ||
|  | 
 | ||
|  | 				normals.push( nA.x, nA.y, nA.z ); | ||
|  | 				normals.push( nB.x, nB.y, nB.z ); | ||
|  | 				normals.push( nC.x, nC.y, nC.z ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return new Float32BufferAttribute( normals, 3 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function weightedNormal( normals, vector, creaseAngle ) { | ||
|  | 
 | ||
|  | 			const normal = new Vector3(); | ||
|  | 
 | ||
|  | 			if ( creaseAngle === 0 ) { | ||
|  | 
 | ||
|  | 				normal.copy( vector ); | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				for ( let i = 0, l = normals.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 					if ( normals[ i ].angleTo( vector ) < creaseAngle ) { | ||
|  | 
 | ||
|  | 						normal.add( normals[ i ] ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return normal.normalize(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function toColorArray( colors ) { | ||
|  | 
 | ||
|  | 			const array = []; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = colors.length; i < l; i += 3 ) { | ||
|  | 
 | ||
|  | 				array.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			return array; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function convertColorsToLinearSRGB( attribute ) { | ||
|  | 
 | ||
|  | 			const color = new Color(); | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < attribute.count; i ++ ) { | ||
|  | 
 | ||
|  | 				color.fromBufferAttribute( attribute, i ); | ||
|  | 				color.convertSRGBToLinear(); | ||
|  | 
 | ||
|  | 				attribute.setXYZ( i, color.r, color.g, color.b ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		/** | ||
|  | 		 * Vertically paints the faces interpolating between the | ||
|  | 		 * specified colors at the specified angels. This is used for the Background | ||
|  | 		 * node, but could be applied to other nodes with multiple faces as well. | ||
|  | 		 * | ||
|  | 		 * When used with the Background node, default is directionIsDown is true if | ||
|  | 		 * interpolating the skyColor down from the Zenith. When interpolationg up from | ||
|  | 		 * the Nadir i.e. interpolating the groundColor, the directionIsDown is false. | ||
|  | 		 * | ||
|  | 		 * The first angle is never specified, it is the Zenith (0 rad). Angles are specified | ||
|  | 		 * in radians. The geometry is thought a sphere, but could be anything. The color interpolation | ||
|  | 		 * is linear along the Y axis in any case. | ||
|  | 		 * | ||
|  | 		 * You must specify one more color than you have angles at the beginning of the colors array. | ||
|  | 		 * This is the color of the Zenith (the top of the shape). | ||
|  | 		 * | ||
|  | 		 * @param {BufferGeometry} geometry | ||
|  | 		 * @param {number} radius | ||
|  | 		 * @param {array} angles | ||
|  | 		 * @param {array} colors | ||
|  | 		 * @param {boolean} topDown - Whether to work top down or bottom up. | ||
|  | 		 */ | ||
|  | 		function paintFaces( geometry, radius, angles, colors, topDown ) { | ||
|  | 
 | ||
|  | 			// compute threshold values
 | ||
|  | 
 | ||
|  | 			const thresholds = []; | ||
|  | 			const startAngle = ( topDown === true ) ? 0 : Math.PI; | ||
|  | 
 | ||
|  | 			for ( let i = 0, l = colors.length; i < l; i ++ ) { | ||
|  | 
 | ||
|  | 				let angle = ( i === 0 ) ? 0 : angles[ i - 1 ]; | ||
|  | 				angle = ( topDown === true ) ? angle : ( startAngle - angle ); | ||
|  | 
 | ||
|  | 				const point = new Vector3(); | ||
|  | 				point.setFromSphericalCoords( radius, angle, 0 ); | ||
|  | 
 | ||
|  | 				thresholds.push( point ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// generate vertex colors
 | ||
|  | 
 | ||
|  | 			const indices = geometry.index; | ||
|  | 			const positionAttribute = geometry.attributes.position; | ||
|  | 			const colorAttribute = new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 ); | ||
|  | 
 | ||
|  | 			const position = new Vector3(); | ||
|  | 			const color = new Color(); | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < indices.count; i ++ ) { | ||
|  | 
 | ||
|  | 				const index = indices.getX( i ); | ||
|  | 				position.fromBufferAttribute( positionAttribute, index ); | ||
|  | 
 | ||
|  | 				let thresholdIndexA, thresholdIndexB; | ||
|  | 				let t = 1; | ||
|  | 
 | ||
|  | 				for ( let j = 1; j < thresholds.length; j ++ ) { | ||
|  | 
 | ||
|  | 					thresholdIndexA = j - 1; | ||
|  | 					thresholdIndexB = j; | ||
|  | 
 | ||
|  | 					const thresholdA = thresholds[ thresholdIndexA ]; | ||
|  | 					const thresholdB = thresholds[ thresholdIndexB ]; | ||
|  | 
 | ||
|  | 					if ( topDown === true ) { | ||
|  | 
 | ||
|  | 						// interpolation for sky color
 | ||
|  | 
 | ||
|  | 						if ( position.y <= thresholdA.y && position.y > thresholdB.y ) { | ||
|  | 
 | ||
|  | 							t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y ); | ||
|  | 
 | ||
|  | 							break; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						// interpolation for ground color
 | ||
|  | 
 | ||
|  | 						if ( position.y >= thresholdA.y && position.y < thresholdB.y ) { | ||
|  | 
 | ||
|  | 							t = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y ); | ||
|  | 
 | ||
|  | 							break; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				const colorA = colors[ thresholdIndexA ]; | ||
|  | 				const colorB = colors[ thresholdIndexB ]; | ||
|  | 
 | ||
|  | 				color.copy( colorA ).lerp( colorB, t ).convertSRGBToLinear(); | ||
|  | 
 | ||
|  | 				colorAttribute.setXYZ( index, color.r, color.g, color.b ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			geometry.setAttribute( 'color', colorAttribute ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		const textureLoader = new TextureLoader( this.manager ); | ||
|  | 		textureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin ); | ||
|  | 
 | ||
|  | 		// check version (only 2.0 is supported)
 | ||
|  | 
 | ||
|  | 		if ( data.indexOf( '#VRML V2.0' ) === - 1 ) { | ||
|  | 
 | ||
|  | 			throw Error( 'THREE.VRMLLexer: Version of VRML asset not supported.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// create JSON representing the tree structure of the VRML asset
 | ||
|  | 
 | ||
|  | 		const tree = generateVRMLTree( data ); | ||
|  | 
 | ||
|  | 		// parse the tree structure to a three.js scene
 | ||
|  | 
 | ||
|  | 		const scene = parseTree( tree ); | ||
|  | 
 | ||
|  | 		return scene; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | class VRMLLexer { | ||
|  | 
 | ||
|  | 	constructor( tokens ) { | ||
|  | 
 | ||
|  | 		this.lexer = new chevrotain.Lexer( tokens ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	lex( inputText ) { | ||
|  | 
 | ||
|  | 		const lexingResult = this.lexer.tokenize( inputText ); | ||
|  | 
 | ||
|  | 		if ( lexingResult.errors.length > 0 ) { | ||
|  | 
 | ||
|  | 			console.error( lexingResult.errors ); | ||
|  | 
 | ||
|  | 			throw Error( 'THREE.VRMLLexer: Lexing errors detected.' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return lexingResult; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | const CstParser = chevrotain.CstParser; | ||
|  | 
 | ||
|  | class VRMLParser extends CstParser { | ||
|  | 
 | ||
|  | 	constructor( tokenVocabulary ) { | ||
|  | 
 | ||
|  | 		super( tokenVocabulary ); | ||
|  | 
 | ||
|  | 		const $ = this; | ||
|  | 
 | ||
|  | 		const Version = tokenVocabulary[ 'Version' ]; | ||
|  | 		const LCurly = tokenVocabulary[ 'LCurly' ]; | ||
|  | 		const RCurly = tokenVocabulary[ 'RCurly' ]; | ||
|  | 		const LSquare = tokenVocabulary[ 'LSquare' ]; | ||
|  | 		const RSquare = tokenVocabulary[ 'RSquare' ]; | ||
|  | 		const Identifier = tokenVocabulary[ 'Identifier' ]; | ||
|  | 		const RouteIdentifier = tokenVocabulary[ 'RouteIdentifier' ]; | ||
|  | 		const StringLiteral = tokenVocabulary[ 'StringLiteral' ]; | ||
|  | 		const HexLiteral = tokenVocabulary[ 'HexLiteral' ]; | ||
|  | 		const NumberLiteral = tokenVocabulary[ 'NumberLiteral' ]; | ||
|  | 		const TrueLiteral = tokenVocabulary[ 'TrueLiteral' ]; | ||
|  | 		const FalseLiteral = tokenVocabulary[ 'FalseLiteral' ]; | ||
|  | 		const NullLiteral = tokenVocabulary[ 'NullLiteral' ]; | ||
|  | 		const DEF = tokenVocabulary[ 'DEF' ]; | ||
|  | 		const USE = tokenVocabulary[ 'USE' ]; | ||
|  | 		const ROUTE = tokenVocabulary[ 'ROUTE' ]; | ||
|  | 		const TO = tokenVocabulary[ 'TO' ]; | ||
|  | 		const NodeName = tokenVocabulary[ 'NodeName' ]; | ||
|  | 
 | ||
|  | 		$.RULE( 'vrml', function () { | ||
|  | 
 | ||
|  | 			$.SUBRULE( $.version ); | ||
|  | 			$.AT_LEAST_ONE( function () { | ||
|  | 
 | ||
|  | 				$.SUBRULE( $.node ); | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 			$.MANY( function () { | ||
|  | 
 | ||
|  | 				$.SUBRULE( $.route ); | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		$.RULE( 'version', function () { | ||
|  | 
 | ||
|  | 			$.CONSUME( Version ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		$.RULE( 'node', function () { | ||
|  | 
 | ||
|  | 			$.OPTION( function () { | ||
|  | 
 | ||
|  | 				$.SUBRULE( $.def ); | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 			$.CONSUME( NodeName ); | ||
|  | 			$.CONSUME( LCurly ); | ||
|  | 			$.MANY( function () { | ||
|  | 
 | ||
|  | 				$.SUBRULE( $.field ); | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 			$.CONSUME( RCurly ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		$.RULE( 'field', function () { | ||
|  | 
 | ||
|  | 			$.CONSUME( Identifier ); | ||
|  | 
 | ||
|  | 			$.OR2( [ | ||
|  | 				{ ALT: function () { | ||
|  | 
 | ||
|  | 					$.SUBRULE( $.singleFieldValue ); | ||
|  | 
 | ||
|  | 				} }, | ||
|  | 				{ ALT: function () { | ||
|  | 
 | ||
|  | 					$.SUBRULE( $.multiFieldValue ); | ||
|  | 
 | ||
|  | 				} } | ||
|  | 			] ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		$.RULE( 'def', function () { | ||
|  | 
 | ||
|  | 			$.CONSUME( DEF ); | ||
|  | 			$.OR( [ | ||
|  | 				{ ALT: function () { | ||
|  | 
 | ||
|  | 					$.CONSUME( Identifier ); | ||
|  | 
 | ||
|  | 				} }, | ||
|  | 				{ ALT: function () { | ||
|  | 
 | ||
|  | 					$.CONSUME( NodeName ); | ||
|  | 
 | ||
|  | 				} } | ||
|  | 			] ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		$.RULE( 'use', function () { | ||
|  | 
 | ||
|  | 			$.CONSUME( USE ); | ||
|  | 			$.OR( [ | ||
|  | 				{ ALT: function () { | ||
|  | 
 | ||
|  | 					$.CONSUME( Identifier ); | ||
|  | 
 | ||
|  | 				} }, | ||
|  | 				{ ALT: function () { | ||
|  | 
 | ||
|  | 					$.CONSUME( NodeName ); | ||
|  | 
 | ||
|  | 				} } | ||
|  | 			] ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		$.RULE( 'singleFieldValue', function () { | ||
|  | 
 | ||
|  | 			$.AT_LEAST_ONE( function () { | ||
|  | 
 | ||
|  | 				$.OR( [ | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.SUBRULE( $.node ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.SUBRULE( $.use ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( StringLiteral ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( HexLiteral ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( NumberLiteral ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( TrueLiteral ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( FalseLiteral ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( NullLiteral ); | ||
|  | 
 | ||
|  | 					} } | ||
|  | 				] ); | ||
|  | 
 | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		$.RULE( 'multiFieldValue', function () { | ||
|  | 
 | ||
|  | 			$.CONSUME( LSquare ); | ||
|  | 			$.MANY( function () { | ||
|  | 
 | ||
|  | 				$.OR( [ | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.SUBRULE( $.node ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.SUBRULE( $.use ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( StringLiteral ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( HexLiteral ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( NumberLiteral ); | ||
|  | 
 | ||
|  | 					} }, | ||
|  | 					{ ALT: function () { | ||
|  | 
 | ||
|  | 						$.CONSUME( NullLiteral ); | ||
|  | 
 | ||
|  | 					} } | ||
|  | 				] ); | ||
|  | 
 | ||
|  | 			} ); | ||
|  | 			$.CONSUME( RSquare ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		$.RULE( 'route', function () { | ||
|  | 
 | ||
|  | 			$.CONSUME( ROUTE ); | ||
|  | 			$.CONSUME( RouteIdentifier ); | ||
|  | 			$.CONSUME( TO ); | ||
|  | 			$.CONSUME2( RouteIdentifier ); | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		this.performSelfAnalysis(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | class Face { | ||
|  | 
 | ||
|  | 	constructor( a, b, c ) { | ||
|  | 
 | ||
|  | 		this.a = a; | ||
|  | 		this.b = b; | ||
|  | 		this.c = c; | ||
|  | 		this.normal = new Vector3(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | const TEXTURE_TYPE = { | ||
|  | 	INTENSITY: 1, | ||
|  | 	INTENSITY_ALPHA: 2, | ||
|  | 	RGB: 3, | ||
|  | 	RGBA: 4 | ||
|  | }; | ||
|  | 
 | ||
|  | export { VRMLLoader }; |